This is a sub-page of Deltarune/Chapter 3.
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Rare Shadowguy Attack#
Graphics for a very rare attack for the Shadowguys. After spending four turns in battle with one there's a less than 1% chance for this attack to be chosen, skipping the turn. As Shadowguys are very easy to spare, it's extremely unlikely to see this attack without looking for it.
While the English text references the existing MPA (Motion Picture Association), the Japanese text references a non-existing BBPO. This may be a typo, however, as there does exist a BPO (Broadcasting Ethics and Program Improvement Organization) in Japan.
(Source: Original TCRF research)
Graphics#
Vacation Memories#
In Board 2, the player obtains a camera that can be used to take pictures, and need to take pictures of 3 specific objects to progress. The camera has an interesting quirk where whenever you take a photo, that photo is saved to your computer (in Deltarune's AppData folder) as an image called vacationmemories.png with a border around it and a filter on top. Taking another photo will overwrite this file to be the new photo.
Neo Ruins...Again#
The Card Kingdom-like room seen during Ralsei's dark world explanation still has the mostly-unused "Neo Ruins" tileset from Chapter 1 placed underneath the animated grass tiles. This still can't be seen in-game and is especially odd here since the final art would have long since been created by the time this room was made. The tileset was even specifically added back to Chapter 3 for this, after having been removed from Chapter 2's files.
Chapter 4 still includes the tileset, but it isn't used anywhere (despite Lancer's room containing the animated grass), so this doesn't seem to have been done intentionally for technical reasons either.
(Source: Original TCRF research)
T-Pose Tenna Size#
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The sprites for the Tenna T-Pose room description vary wildly in size. The English version is rather small, while the Japanese version is enormous for sake of better readability.
(Source: Original TCRF research)
Rouxls the Pirate Chef#
A handful of Rouxls Kaard's sprites seen in his fight in Chapter 3 (specifically the ones where he's facing the party's direction) appear to be very crude-looking edits of his sword drawing animation from Chapter 2. So much so, that there's still remnants of his pirate outfit from Chapter 2 in these sprites, namely his eyepatch and parts of his sword.
As an example, here's a comparison between a frame of Rouxls' sword drawing animation from Chapter 2, and his laser pointer sprite from this chapter.
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(Source: Original TCRF research)
Asset & Object Names#
Nondescript Room#
Any assets related to the room that is shown during Ralsei's explanation of Darkners has the name nondescript_room, so as to not give away whose room it is exactly.
(Source: Original TCRF research)
Baci Perugina#
The filename for the track "And Now For Today's Sponsors...!" is referred to as baci_perugina.ogg. Perugina is the name of [https://en.wikipedia.org/wiki/Perugina| an Italian chocolate company] that specializes in premium chocolates, including the "Baci Perugina" confection, which comes wrapped in a love note for the recipient. In 1997, they had the slogan "A Baci Perugina is waiting at home", possibly explaining the choice of name, considering that this chapter takes place at Kris' house. Alternate possibilities include a Baci Perugina commercial being a source for a sample used in this song, or perhaps that this song was modeled off of music from one of their commercials.
(Source: Original TCRF research)
It's Teevie Time!#
Almost every sprite related to TV WORLD has "teevie" in the name, instead of TV or some other moniker. The area is also referred to as Teevie in the credits.
The Zoo Gang#
All of the sprites of the Fun Gang in suits during the Sharpshooter act and the Watercooler fight end with _zoosuit, which is a misspelling of the outfit name "zoot suit", which is the outfit the Fun Gang dons in these sprites. Why the T was left out is unknown.
Side Confusion#
Pixel Ralsei's left facing "arms up" sprite is named spr_board_ralsei_walk_right_armsup, and the right facing "arms up" sprite is named spr_board_ralsei_walk_left_armsup. Whoops!
(Source: Original TCRF research)
Sorry, Link. I Can't Give Credit!#
The filenames for several sound effects that play during the Boards (specifically the sounds that play when getting an item, finding a secret, and obtaining the Ice Key) have the prefix "snd_link", in reference to the protagonist from the Legend of Zelda series, of which the Board segments were based on.
(Source: Original TCRF research)
Kart Minigame#
The filename for the track that plays during the Cooking Show and Susiezilla minigames is referred to as minigame_kart, possibly hinting at a kart racing minigame that the song originally might've belonged to before being replaced with the minigame that is present in the final game. Alternatively, it could be due to the song itself having certain characteristics and being structurally similar to that of Rainbow Road in Mario Kart 64.
Ralsei?!#
Ralsei's sprite after screaming in the Lightners Live "It's TV Time!" track is named spr_ralsei_sing_cuss, which gives some... interesting implications as to what the lyrics in the song are.
_ Inside Me#
Specifically just for Chapter 3, all sprites and objects related to FRIEND (the smiling pink-and-yellow-eyed face) do not have a name, simply referring to it with a single blank space. For example, the animation for the cat enemy in the Shadow Mantle fight appearing is just spr___appear. This also applies to the Endogeny-shaped monster with the same face in the cutscene where Ralsei explains Darkners' irreality.
(Source: Original TCRF research)
Sepia Sword#
The sprite for the Roaring Knight's sword is labelled spr_sepia_knight_sword, using the sepia prefix otherwise only used by flashbacks (eg. Tenna's explanation of Kris' past with him, Susie's explanation of Toriel's kindness). This is the only one of the Knight's sprites to have this prefix.
(Source: Original TCRF research)
Code and Variable Names#
Tenna NEO#
In the Step event of obj_couchwriter, the object for characters talking during the Boards, the code for setting up which character uses which talk sound inexplicably sets Tenna's talk sound to snd_txtspam2, the talk sound for Spamton NEO. This can never be heard in-game however, as Tenna has special code for playing his talk sounds that doesn't take his talk sound variable into account.
(Source: Original TCRF research)
Kris and Tenna Scene Localization Keys#
The code for the optional conversation between Kris and Tenna if you re-enter the stage a second time after Board 2 is stored in the object obj_room_stage, alongside all the other scenes for talking to Tenna in the room. As is expected, the localization keys usually call the text for these scenes with keys starting with "obj_room_stage_slash_Step_0_gml_". However, specifically in the scene with Kris and Tenna, each of the lines after Tenna's first two are instead called with keys starting with, "obj_ch3_GSC04A_slash_Step_0_gml_", revealing that this scene was originally stored in the unused object obj_ch3_GSC04A.
Although obj_ch3_GSC04A's code was deleted, it can be deduced from the fact that obj_ch3_GSC04 was the scene for the party leaving the scrapped Board 3 and that obj_ch3_GSC04B was for a scene with Rouxls Kaard in the scrapped Backstage area that this conversation between Kris and Tenna originally happened between leaving Board 3 and entering the Backstage rather than after Board 2.
(Source: Original TCRF research)
Shadowguy Is A Dingus#
The Create script for Shadowguy's enemy object (gml_Object_obj_shadowman_enemy_Create_0) contains a boolean named dingus in its code, which defaults to false. Setting it to true doesn't affect anything, as the variable is only called in this script and nowhere else in the game's code.
(Source: Original TCRF research)
Clifford the Big Red Dog Is A Kaiju#
obj_susiezilla, an object intended for an earlier version of the Susiezilla minigame, contains a boolean variable at the end of its Create script called cliffordthebigreddogisakaiju, which is set to true. Much like most of the other jokingly-named variables listed here, this variable is only called once in this object and changing it to false doesn't affect anything.
(Source: Original TCRF research)
Scrap Susiezilla... Wait, Nevermind!!!#
A bunch of Susiezilla sprites are completely blanked out in the code, and occupy their own sprite sheet, suggesting that it was once scrapped along with Board 3 and deleted from the files, but then later reinstated. Their names imply that this minigame was very different from the final and included zombies, breakable buildings and cars.
(Source: Original TCRF research)
Johnny Bravo Goes to Bollywood#
In the code for the hanging lamps found backstage, the variable for their particles is named vanparticlepresentsjohnnybravogoestobollywood, probably referencing a similarly, lengthily-and-referencily-named variable in Undertale. "vanparticle" seems to be a pun on "Van Partible", the name of the creator of Johnny Bravo.
Oops! All ACTs#
The variable that toggles the party's battle UI buttons to all change into the ACT button during Tenna's Board 4 battles and the Rouxls Kaard miniboss is referred to as oopsallacts in obj_battlecontroller. This is likely a nod to the Cap'n Crunch cereal, "Oops, All Berries!", which is notable for being the subject of many meme edits.
(Source: Original TCRF research)
Live, Laugh, Love#
The create script for the intro animation object for the Shadow Mantle Enemy (gml_Object_obj_shadow_mantle_enemy_intro_Create_0) has 3 local variables named live, laugh and love, all set to 0. The laugh is used later for a laugh sound, but others are there just for a joke.